Vira Daemon â- Note: Improved Vira Savior. Does not count against the Unit Limit. Cannot be upgraded.[b]CREDIT TO ENIGMATA STELLAR WAR WIKIA FOR INFO

EnemiesEdit Comments 2 60pages onthis wiki

Enemies come from all directions. The least amount of enemies come from the rear. Should you have your base positioned at the rear, be wary of occasional battering rams. They tend to be quite deadly later on.

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ClassificationsEditâ- Common: Vary in almost everything but are very similar in tactics: approach your base and start shooting. Examples: Goliaths, Veras Nevo and Viery Dragoons.â- Assault: Moves in a semicircle around your base, mainly the rear, while attacking. Attacks are usually not dangerous, but your units will miss because of their high movement speed and may pile up. Examples: Darkness Glider, Cyan Defender and Zealous Rover.â- Rams: Often have high health. They will ram your base and may get inside your base. Examples: Red Barrier(might not ram), Avasa(has shields) and Kons warrior.â- Shielded: Generally deals low damage and have varying health. If they or their shields are not taken down quickly, your reflected rounds will wreak havoc on yourself. Examples: Avion Zeven, Nona Shield and Wrath Zen.â- Stationary: Do not move, as your base moves past them. Their attack is weak however they are very resistant. Examples: Corrupted Wall, Indestructible Wall and Teramid Fragment.â- Support: Healing, effects, unit spawning, and other abilities that will support other enemies. Examples: Dark Restorer(heal), Firamanic(chaos) and Nevason Carrier(releases 3 Nevason Spawns when destroyed).â- Demi-Craft: Usually have more than one attack and deal good damage. The mass produced model of the Dark Enforcer mega-craft is a demi-craft that may appear throughout the areas. The others spawn with bosses.â- Rare: Spawns in most or select areas. Arias Devastator, Dark Enforcer, Darkness Vera, Evil Command Base, Evil Fion Drone, and Indestructible Wall, Teramid Fragment.â- Task Unit Leaders: Any standard unit with 10x health, faster rate of fire and other increased attributes, including immunity from status effects. They are easily identified by their orange blinking. Greater chance to encounter with Taunt.--------------------------------------------------------------------------------

Bosses are very powerful mega-crafts that appear at the end of every planet mission. They have very high health and damage. Bosses have rage bars replacing the mission timer. Should the rage bar fill, all of their systems, especially weapons, go into overdrive. Try not to let that happen. Your mission grade depends on your fast you destroy the boss.â- Bosses have similar tactics with each other, but different tech. Most will sway left and right, many can inflict negative effects, additional support, destructible parts, cloaking, shields, et cetera.â- Need confirmation on bosses having weaker rear armor.

TesireEditColossusAdded by RodobocaColossus. Switches between diamonds and lasers that reflect and orbs that do not. Arrives with four Colossus Minions that encircles clockwise around the mega-craft. Fires diamonds that reflect and will change direction if rams something.â- Tip: Use Decoy or similar object to keep minions at the rear.

LexikonEditDevas TerrorAdded by RodobocaDevas Terror. Switches between lasers that reflect and diamonds and missiles that do not. Arrives with two Devas Fears that enter port quarter and starboard quarter side. All three can cloak. Skills and stray fire can still damage when cloaked.â- Tip: EMP renders cloaking ineffective.

DesstarEditVindicator. Insane difficulty.Added by RodobocaVindicator. Arrives with two Vindi Ones and Vindi Twos.

Zone OneEditEnraged Villalobos destroying a base.Added by RodobocaVillalobos. Darkens. Swarms boss-killer missiles. Spews death orbs. Roars sustained antimatter beams. Arrives with four shielded Drone Generator modules that can create endless V Drones. Missiles deal low damage but orbs and beams have high damage. It is best to destroy this mega-craft before it goes into an overdrive. The quantity of missiles will multiply by five, missiles now deal 65-189 damage per second. Instead of launching four waves of 25 orbs, it will launch one wave of 600+ orbs. Beams have increased rate of fire dealing 260 damage per second. A high speed laser is added that deals 152 damage per second.(Extremly Hard when equipped with insufficent weaponry

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